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Chris Marling &

Matthew Dunstan
24 players ! 30 minutes
EUROPE, 1888
In a dystopian alternate reality, four great
powers vie for control of the continent. Each
Empires soldiers lay siege to opposing
cities, while their war efforts are funded by
exotic exports and ingenious inventions. Only
one state will orchestrate their limited
resources into an Empire Engine powerful
enough to lead them to victory.
COMPONENTS
The game contains the following 18 cards:
8 Engines (marked L & R for left & right)
8 Gears (with values 1/0 & 2/3)
1 round track
1 action summary

You will need to find the following components:
45 resources: 15 counters in each of three
different kinds, representing Soldiers, Goods
and Inventions. The ideal colours are red,
yellow and blue, since these match the colours
of the icons on the cards.
2 markers: for start player and round track.
SETUP
Put all the resources in the middle of the play
area as a common stock. Put the round track
beside the play area with a marker on the 1
space. Each player takes the following:
2 Engines: L and R
2 Gears: 1 and 2
1 Soldier and 1 Good from the stock.
Place your Soldier and Good into your ready
pile on the left of your play area. You must be
careful to keep the resources in your ready pile
separate from those in your score pile.
We recommend that you play with hidden
score piles. Use any other suitable method to
hide the resources in your score pile from the
other players. You may always check the number
of resources in your own score pile.
Give one player the start player marker.
AIM OF THE GAME
The player who scores the most points for the
Goods, Soldiers and Inventions in their score pile
at the end of the game is the winner.
HOW TO PLAY
The Empire Engine is played over 8 or 9 rounds,
depending on the number of players. You
compete to collect resources, and will score
points at the end of the game for the Goods,
Soldiers and Inventions in your score pile.
Resources in your ready pile will only be
counted in the case of a tie.
Engines & actions
Your Engines are marked L for left, and R for
right. Always keep your left Engine on the left,
and your right Engine on the right.
Each Engine carries four actions. You will use
your Gears to rotate your Engines, and in each
round you will perform the actions on the top
edges of your Engines.

Playing a round
Each round consists of two phases, performed in
order: Plan & Execute.
Plan: Use your Gears to plan your actions,
then reveal them and rotate your Engines.
Execute: Perform Engine actions.
The Plan phase in the 1st round is performed
differently than in later rounds.
At the end of each round, pass the start player
marker clockwise and move the round marker
along the round track, then start a new round.
Running out of resources
The stock is not intended to be limited. If any
type of resource runs out during the game, all
players should return an equal number of that
type from their score piles to the stock. This will
not affect the relative scores of the players.
PLAN: 1ST ROUND
In the 1st round, you do not use your Gears
to control your Engines. Instead, you initiate
your Engines and freely choose two actions
to perform in the Execute phase.
All players take their Engines in hand. Starting
with the start player and going clockwise, each
player chooses an Engine and then chooses the
action on that Engine to perform in the Execute
phase. Place the Engine face down in your play
area, with the chosen action on the top edge.
Then, starting with the last player and going
anticlockwise, each player places their other
Engine to choose a second action.
When all players have placed both Engines,
flip your Engines over, keeping the chosen
actions along the top edges.
Remember: Your left Engine must be on the
left, and your right Engine on the right!
PLAN: LATER ROUNDS
After you initiate your Engines in the 1st
round, leave your Engines face up on in your
play area for the remainder of the game and
use your Gears to control them.
All players take their Gears in hand. Starting
with the start player and going clockwise, each
player chooses a Gear and places it face down
below one of their Engines. Then, starting with
the last player and going anticlockwise, each
player places their other Gear below their other
Engine.
Each Gears large value (1 or 2) indicates how
many clockwise quarter-turns you will rotate the
Engine when the Gear is revealed.
When you play a Gear face down, you may
put 1 Soldier or 1 Good from your ready pile
onto the back of the card. This indicates that you
will use the alternate value of the card when you
rotate the Engine, changing the 1 Gear to 0, or
changing the 2 Gear to 3. If you wish to
change both Gears, you must use 1 resource for
each card.
When all players have placed both Gears,
everyone flips their Gears over, and turns their
Engines the appropriate number of clockwise
quarter-turns.
See the card play example on the next page.
If you put a resource on the Gear, you must
return the resource to the stock and turn the
Engine the alternate number of quarter-turns; you
cannot change your mind.
EXECUTE
The Engine actions always resolve in the order
shown on the summary card. Every action
chosen must be fully resolved, if possible.
There are three groups of actions. Actions in
each group can be performed simultaneously by
all players.
1. Arm, Produce & Invent: Use your Engines to
gain resources for your Empire.
2. Attack & Defend: Use Soldiers to attack
neighbouring Empires. You may also defend
your Empire from possible attacks by your
neighbours.
3. Export & Salvage: Export all your Goods, or
salvage a Soldier, Good or Invention, to your
score pile. These actions are risky and will fail
if you were successfully attacked by at least
one of your neighbours.
1. Arm, Produce & Invent
Arm: Take 2 Soldiers from the stock and add
them to your ready pile.
Produce: Take 2 Goods from the stock and
add them to your ready pile.
Invent: Take 1 Invention from stock and add
it directly to your score pile.
2. Attack & Defend
Attack: Return 1 Soldier from your ready pile
to the stock to support the attack on your
neighbour. Do this immediately, before any
attacks against you are resolved.
If you choose to attack and have a Soldier,
you must attack; you cannot change your
mind. Your Attack action is successful only if
you have a Soldier to support the attack and
the targeted opponent did not block your
attack with the Defend action, otherwise the
action is wasted.
The Attack action on your left Engine attacks
your left neighbour. The Attack action on your
right Engine attacks your right neighbour. In a
2-player game, both your Attack actions target
your single opponent.
Defend: Block 1 attack. The Defend action is
on your right Engine but can block a single
attack from either of your neighbours. Your
Defend action is successful only if you are
attacked, otherwise the action is wasted.
Resolve the different combinations of possible
Attack and Defend actions as follows:
Attack: Undefended
If a player successfully attacks an opponent,
the attacking player takes 1 Soldier or 1 Good
from the targeted opponents ready pile and
adds it to their score pile. If the opponents
ready pile is empty, the attacking player takes
1 Soldier from the stock and adds it to their
score pile.
Attack: Defended
If a player successfully blocks an attack, the
attack fails and the attacking player receives
nothing. Instead, the defending player takes 1
Soldier from the stock and adds it to their
score pile.
Double attack: Undefended
If a player is attacked by both neighbours in
the same round and did not defend, the
attacked player loses 1 Soldier or 1 Good to
each attacking player. If the attacked player
only has one resource in their ready pile, it
goes to the attacking player who is first in the
turn order, and the other attacker takes a
Soldier from the stock.
Double attack: Defended
If a player is attacked by both neighbours in
the same round and chose to defend, only one
of the attacks is blocked. The other attack still
succeeds. The attacked player may choose
which attack is blocked.
It is possible to use the Attack actions on both of
your Engines in the same turn, but you must use
2 Soldiers 1 for each attack to do so,
otherwise both actions are wasted. If you try to
use both attacks but have only 1 Soldier, both
attacks fail, and you must return the Soldier to
the stock.
3. Export & Salvage
You may only Export or Salvage if you were
either not attacked, or were attacked once but
successfully defended the attack. If at least one
of your opponents successfully attacked you,
these actions are wasted.
Export: Move all of the Goods in your ready
pile to your score pile. You must export all
your Goods.
Salvage: Take any 1 Good, 1 Soldier or 1
Invention from the stock and add it directly to
your score pile.
End of round
At the end of each round, pass the start player
marker clockwise and move the round marker
one space on the round track. The game ends
after the following number of rounds:
2 or 4 players: 8 rounds
3 players: 9 rounds
END OF THE GAME
The game ends once the agreed upon number of
rounds have been played.
Each player scores 1 point for each resource in
their score pile. In addition, the player with the
most resources of each type scores an additional
3 points. If 2 or more players tie with the most
resources, all tied players receive 3 points.
The player with the most points wins. If there
is a tie, the tied player with the most resources in
their ready pile wins. If still tied, all tied players
share victory.
VARIANT & HINTS
Playing a longer game
If all players agree, you can play a longer game
of 12 rounds with 2, 3 or 4 players.
Hints from the designers
The Empire Engine is a game of limited
resources. Carefully choosing actions to balance
the production of resources and their effective
use is the key to success.
Resources in your score pile are safe and
cannot be stolen, but cannot be used to change
your actions or attack other players.
The game can seem harsh at times, especially
in your first few games. However, you are
only directly punished by the game if you do
not have the resources needed to complete
particular actions. Try and think one turn
ahead, so that youre not forced to take actions
that dont benefit you.
Try not to run out of resources in your ready
pile at the end of a round. This will not only
limit the actions available to you in the next
round, but will tell your opponents what you
can and cannot do. With no resources in your
ready pile, only four of the eight actions on
your Engines are available.
CARD PLAY EXAMPLE

Example: The player played the 2 Gear below
the left Engine, and the 1 Gear below the right.
After the Gears are revealed, the left Engine is
rotated 2 quarter-turns clockwise, bringing the
Salvage action to the top, and the right Engine is
rotated 1 quarter-turn clockwise, bringing its
Attack action to the top.

Illustrations: Sebastien Antoniou

Rules v1.0 2013 Chris Marling & Matthew Dunstan
www.goodlittlegames.co.uk

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